Yukari

Skill diff check - level impossible

Combo notes

  • Health: 8,500

  • Difficult to pick up with 2C in the corner. 2C pickup will work normally if she is high enough on [5B].

Unique responses and punishes

Move
Response/notes

5A

Can be hopped if used as meaty, but not punished due to the low recovery. Effectively you're looking to punish 5A mash if you hop into j.A.

5B (uncharged)

Labrys can semi-reliably dash under this (and even if you get hit, there's no confirm).

AoA

Only -14, incredibly difficult to punish if even slightly spacede. Dash 5A is required, and may not work if tipper distance (so might be worth baiting a DP instead)

DP

On block - 2B CH punish, but this is vulnerable to super cancel into arrow super. Jump up/towards for a falling j.B punish that's semi-safe against the super cancel. Somewhat better to bait, although given how much it moves her, you pretty much have to jump back falling j.B for this. Has a deadspot right in front of her if you're dashing towards. Very hard to exploit though (pretty much needs to be immediate chain).

Feather☆Arrow

Both A and B versions can be rolled and punished, or jumped over.

Hyper Feather☆Shot

(arrow super)

Against grounded - roll through, 2B CH punish. 2B CH also possible if very close or on IB, otherwise run up 5A. IK works at half screen or closer. Against aerial - unpunishable if she's far and has meter, roll to gain space. If she's close, roll into 5A, or D gears

Magarula (tornado)

25f recovery after flash, so very hard to punish, but no invuln after flash, so if you're in range, you can press sweep/5A/2B. Otherwise, take the hit if you have the health (especially if it results in yellow combo), or attempt a low chicken block. To do this, either jump very late, or IABD if you have time.

Overview and tips

Dustloop page here

This is very much a doable matchup against beginner or intermediate players, but you need to be on your toes and ready to exploit every mistake that they make. The one thing you have going for you is her low health, and the ability to run at her on the ground where she doesn't pose as much of a threat. That being said, if you're predictable in any regard, or get tagged once, good luck...

Neutral is very much a game of chasing her down until she's out of resources, or attempts something risky. j.C is a surprisingly good tool, as it can catch her flying above you, but also because it will (most of the time) block a projectile for you, and also make your momentum hard for her to follow. Other than that, it's mostly just a case of waiting for the correct gaps (i.e. there isn't an orb up), and edging your way in, through grounded dashes and careful IADs. If you do anything slow or careless in the air, you will end up getting taken all the way to the corner for 4k+, even non-CH. And no, this isn't fair at all.

As for pressuring her - you have to be exceedingly careful about that DP. Not only is it fast and long range (although 5C does outrange it), but the displacement and ability to sideswap through you makes it very awkward to punish. Combine that with a very strong super cancel option, and you'll see why you might just want to back off at times. There are some semi-safe punish options, but these are hard to pull off consistently, and will likely let her out. Just remember your sideswap version of the 2B CH punish.

Some final quirks that you'll notice in Yukari players that you can exploit:

  • If you're in corner, and the Yukari has meter, sweep > sb orb is common due to the insane damage from a single low hit, as well as it being safe, so block low

  • DPs are more common than you'd expect, even when you're aerial. Be ready

  • Try and get a feel for how they like to zone, and if they leave any gaps. It's very common for them to just not cover the ground, in which case you can just dash up to them without issue (including through uncharged 5Bs)

  • If she's in awakening, expect setups to get you into a tornado. This is often feather arrow (the helix arrow special), which can be SB chain knuckled, or jumped over for a punish.

Main adjustments to make

Orb is ok here, if you can find the space to get it out. Remember, Ariadne is projectile invuln here, but you are not. Also, expect a Yukari to attempt to ignore orbs by abusing her air movement, and catch it with a j.C if you can.

Safejump does technically work here, just remember that the DP goes through you, and that the super arrow is 7f, so your safejump need to be perfect if it's from a C beast (and then you need to roll if arrow super).

DP usage is ok, especially if Yukari leave the ground, but she can and will DP back, and probably win (or be mashing on clashes...). Expect many DPs from Yukari players...

Spike isn't great against DP because she moves out the way - D orb can catch this sometimes, but this speends on spacing. Use both as normal pretty much.

j.B is a huge risk here, be very careful with it. Still very effective if in IAD range, and is a great way of keeping her in the corner.

Chain knuckle isn't good here, as most of the time it'll get blocked by a persona, but it can sometimes tag her. SB chain is very good if she's looking to trap you in a tornado by using her arrow special, so be ready. SB spike is pretty useless against a Yukari who is either grounded, or has at least one air option left.

Gears is not great here - Yukari has a lot of meterless and metered ways to kill you for this, and honestly she doesn't do that many scary things to you when close. Use sparingly.

j.D is usually too slow to do much of anything here, and will likely end with you losing a card, if you even manage to get it out in the first place.

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